When you hover the mouse over an item in the crafting menu and see its recipe, at the top (right below the item name) you have a label "Time:". This is the time it takes to craft it.
E.g., for iron gear wheel time is 0.5, for Science pack 1 time is 5, so one assembling machine for gears can feed 10 ...
Search found 194 matches
- Sat Mar 29, 2014 6:44 pm
- Forum: General discussion
- Topic: Newb question (Optimization)
- Replies: 4
- Views: 3784
- Thu Mar 27, 2014 8:50 pm
- Forum: Not a bug
- Topic: Burner inserter picks up stone and places coal
- Replies: 2
- Views: 2264
Re: Burner inserter picks up stone and places coal
If I understand your description, it works as designed. Unlike furnaces and assembling machines, mining drills don't create items into their inventory, rather they drop it at a designated spot. If you use an inserter to pick up directly from the drill it will pick up coal because that's the only ...
- Wed Mar 19, 2014 1:00 pm
- Forum: Implemented Suggestions
- Topic: More ideas for building ghosts
- Replies: 7
- Views: 5650
Re: More ideas for building ghosts
Isn't that what slot filters are for?Coolthulhu wrote: This results in clunky behavior whenever items are completely used up (drag-placing poles, for example) and another item is picked up.
- Wed Mar 19, 2014 10:04 am
- Forum: Gameplay Help
- Topic: My trains keep crashing
- Replies: 8
- Views: 15159
Re: My trains keep crashing
You should put signals not only before and after the station, but along the entire track.
With the way you have done it, the whole track outside the station is a single block which the trains will not share.
With the way you have done it, the whole track outside the station is a single block which the trains will not share.
- Tue Mar 18, 2014 11:54 pm
- Forum: Off topic
- Topic: Your first and second impression?
- Replies: 27
- Views: 26863
Re: Your first and second impression?
First: Hm, this is kind of fun.
Second: 7 AM? But I didn't even go to bed yet... (Well in reality it was more like 3 AM but you get the point).
Second: 7 AM? But I didn't even go to bed yet... (Well in reality it was more like 3 AM but you get the point).
- Tue Mar 11, 2014 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Production stats way off
- Replies: 12
- Views: 6726
Re: [0.9.2] Production stats way off
Originally reported for 0.8.8, it's 0.9.2 now and this is still happening.
If you read through the original 0.8.8 thread about this isue you will notice that developer sad that they will look into this but they are not giving it a priority since it is not a gamebraking bug.
So please be a litle ...
If you read through the original 0.8.8 thread about this isue you will notice that developer sad that they will look into this but they are not giving it a priority since it is not a gamebraking bug.
So please be a litle ...
- Mon Mar 10, 2014 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Production stats way off
- Replies: 12
- Views: 6726
Re: [0.9.2] Production stats way off
Originally reported for 0.8.8, it's 0.9.2 now and this is still happening.
- Mon Mar 10, 2014 5:42 pm
- Forum: Modding help
- Topic: Can you change the formula for crafting time?
- Replies: 3
- Views: 2202
Re: Can you change the formula for crafting time?
Sorry for thread-jacking, but I have a very similar question, also on the topic of balancing productivity modules.
I want to change the formula for computing power consumption for a machine that has modules that modify the consumption.
The current formula is:
PowerConsumption = BasePower * (1 ...
I want to change the formula for computing power consumption for a machine that has modules that modify the consumption.
The current formula is:
PowerConsumption = BasePower * (1 ...
- Sat Feb 22, 2014 7:49 pm
- Forum: Show your Creations
- Topic: Great Starting Coal Setup
- Replies: 5
- Views: 11478
Re: Great Starting Coal Setup
Well, the 2nd drill (the one feeding the box) will eventually have a full internal storage, so the 1st drill (the one fed by the inserter) will stop working. So unless you do a lot of maintenance you only get 50% efficiency.
- Fri Feb 14, 2014 1:57 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30554
Re: Module Reballance
Another thought I'd like to reiterate - The suggestion of multiplicative energy consumption penalty really balances out the dynamics. Let's say each prod module 3 triples (or quadruples, or whatever) energy consumption. So Normally you'd want to put maybe 1-2 modules, otherwise the extra consumption ...
- Wed Jan 29, 2014 11:16 pm
- Forum: Implemented Suggestions
- Topic: Fix the transport belts already
- Replies: 10
- Views: 6970
Re: Fix the transport belts already
Of course I can work around these quirks... I just don't see how this makes sense from either a realism or gameplay viewpoint, and it leaves me spending mental energy on things I find neither interesting nor entertaining.
- Wed Jan 29, 2014 6:56 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30554
Re: Module Reballance
I'll try to give an example.
Let's assume the following:
1. In your chain A->B->C->D->E->F->G->H->I->J, A takes 1 iron / second, and each machine takes 1 item of the previous machine per second. Until machiine J outputs a product at a rate of 1 per second.
2. Each prod module gives +10% prod, but ...
Let's assume the following:
1. In your chain A->B->C->D->E->F->G->H->I->J, A takes 1 iron / second, and each machine takes 1 item of the previous machine per second. Until machiine J outputs a product at a rate of 1 per second.
2. Each prod module gives +10% prod, but ...
- Wed Jan 29, 2014 6:30 pm
- Forum: Implemented Suggestions
- Topic: Fast replace of modules
- Replies: 4
- Views: 3864
Re: Fast replace of modules
If I understand you correctly, I need to go into the machine GUI to do that. I'm asking for a way to do it without going into the machine GUI.Garm wrote:while holding a new module in mouse shift-click old one to loot it into inventory, then right-click to insert new one.
- Wed Jan 29, 2014 6:26 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30554
Re: Module Reballance
I understand your objections, and I will try to explain why we did the limitation to intermediate products.
(Note that this applies for assembling machines, all other machines that support modules have no limitation, currently: Mining drill, Furnace, Lab)
The problem is, that we have two different ...
(Note that this applies for assembling machines, all other machines that support modules have no limitation, currently: Mining drill, Furnace, Lab)
The problem is, that we have two different ...
- Tue Jan 28, 2014 8:28 pm
- Forum: Implemented Suggestions
- Topic: Fix the transport belts already
- Replies: 10
- Views: 6970
Fix the transport belts already
This is a thing that I (and possibly others) raised in the past, and I hope it will be solved already.
Each type of belt has a maximum theoretic throughput. According to sslik's measurements (some of which I've reproduced independently) these are roughly 12 items/s for basic belt, 20 for fast and ...
Each type of belt has a maximum theoretic throughput. According to sslik's measurements (some of which I've reproduced independently) these are roughly 12 items/s for basic belt, 20 for fast and ...
- Tue Jan 28, 2014 8:15 pm
- Forum: Implemented Suggestions
- Topic: Fast replace of modules
- Replies: 4
- Views: 3864
Fast replace of modules
When I have a row of machines which I want to load with modules, I can just select the modules, run between the machines and ctrl-click each.
However, if the machines already have modules and I want to place better modules instead, I can't do that. I have to open the GUI of each machine and clear ...
However, if the machines already have modules and I want to place better modules instead, I can't do that. I have to open the GUI of each machine and clear ...
- Tue Jan 28, 2014 7:48 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30554
Re: Module Reballance
We had a short talk about it, and this is the resolution we agreed on:
- Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.
Intermediate products for this purpose ...
- Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.
Intermediate products for this purpose ...
- Wed Jan 22, 2014 8:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Production stats way off
- Replies: 12
- Views: 6726
Re: [0.8.8] Production stats way off
Reported for quite a long time.
https://forums.factorio.com/forum/viewtopic.php?f=7&t=1914
Seen this report, but I thought the title and description weren't clear enough. Also it focused on a different problem.
The thing is, those values (I think it applies to power as well) are not exact values ...
https://forums.factorio.com/forum/viewtopic.php?f=7&t=1914
Seen this report, but I thought the title and description weren't clear enough. Also it focused on a different problem.
The thing is, those values (I think it applies to power as well) are not exact values ...
- Tue Jan 21, 2014 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Production stats way off
- Replies: 12
- Views: 6726
[0.9.2] Production stats way off
The production stats opened by pressing "P" seem to be way off. Hard to say what is wrong when almost nothing there is right.
e.g., when "5s" is chosen, it shows "59" on the copper plate icon, which I suppose should mean I've produced 59 copper plates in the past 5 seconds. It then shows 393.3/m ...
e.g., when "5s" is chosen, it shows "59" on the copper plate icon, which I suppose should mean I've produced 59 copper plates in the past 5 seconds. It then shows 393.3/m ...
- Tue Jan 21, 2014 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator priority based on charge level
- Replies: 19
- Views: 11993
Re: Accumulator priority based on charge level
I support this, except for the hardcoded 50%.
If it gets in, it should be configurable; either per network or per accumulator, preferably both (accu settings first, defaults to network settings if none).
I want it to be configurable as much as the next guy, but adding a new interface element is ...
If it gets in, it should be configurable; either per network or per accumulator, preferably both (accu settings first, defaults to network settings if none).
I want it to be configurable as much as the next guy, but adding a new interface element is ...